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다양한 개발 단계에 있는 기능이 패키지로 제공되면서 개발자 입장에서는 프로젝트에 어떤 툴을 사용해야 할지 선택하기가 쉽지 않은 일이 되었습니다. Unity 2020.1에서는 패키지 관리자와 패키지 관리자에 포함할 패키지를 결정하는 방식이 업데이트되어 프리뷰 패키지를 사용할 경우 프로젝트와 개발 경험에 미치는 영향을 검토하고 예측할 수 있게 했습니다.

프리뷰 패키지를 사용할 경우 리스크가 있을 수 있습니다. 예를 들어 API나 기능이 변화할 경우 최종 제작 환경에서 새 툴을 계속 사용하는 데 지장이 있을 수 있습니다. 반대로 많은 사용자가 Unity의 최신 기술과 기능을 출시 전에 사용해 보는 것을 즐기고 있으며, 팀에게도 앞으로 개발할 프로젝트에 필요한 툴을 미리 준비하고 다양한 가능성을 예상할 수 있기 때문에 도움이 되기도 합니다. 유니티 역시 얼리 어답터들이 제공하는 피드백을 통해 툴을 개선할 수 있으므로 좀 더 명확한 정보를 제공하여 사용자가 프로젝트 진행 시 정확한 정보를 기반으로 결정을 내릴 수 있도록 지원하고 있습니다.

프리뷰 패키지를 추가하려면 Project Settings에서 Package Manager를 선택하여 패키지 목록이 표시되게 해야 합니다.

패키지 업데이트의 지향점

이번 업데이트는 최신 Unity 툴과 기능을 검색하기 쉽게 하려는 패키지 개선 계획 중 하나로 처음 진행되었으며, 이번 업데이트를 통해 최종 제작에 안심하고 적용할 패키지를 선택할 수 있고, 정식 버전으로 제공될 일정을 확인할 수 있게 될 것입니다. 또한 실험 단계에 있는 패키지를 미리 테스트해보고 피드백을 제공할 수 있도록 사용자에게 독려하려고 합니다.

패키지 관리자에 포함된 패키지 목록 검토

유니티는 패키지 목록을 검토하여 최종 제작에 사용하기에는 이른, 좀 더 실험 단계에 가까운 프리뷰 패키지와 개발 우선순위가 비교적 낮은 프리뷰 패키지를 확인하는 작업을 진행했습니다. 이에 따라 Unity 2020.1과 그 이후 버전에서는 이 범주에 속하는 프리뷰 패키지는 패키지 관리자에서 제외됩니다. 이미 이 범주에 속하는 프리뷰 패키지를 설치해서 프로젝트에 사용하고 있는 경우 계속 사용 가능하며, 업데이트도 제공됩니다.

패키지 관리자에 포함되는 프리뷰 패키지는 개발팀에서 해당 Unity 버전의 출시 주기 이내에 검증이 완료될 패키지입니다. 예를 들어 Unity 2020.1의 패키지 관리자에 포함된 프리뷰 패키지는 Unity 2020 LTS 버전 출시 이전까지 검증을 완료하고 정식 버전으로 제공될 패키지입니다. 상황은 변할 수 있겠지만 이 기준을 바탕으로 패키지 관리자에 어떤 프리뷰 패키지를 포함할 것인지 판단하려고 합니다. 개발 초기 단계에 있거나 실험 단계라고 판단되는 패키지는 프로덕션 레지스트리에서 이용 가능하며, 프로젝트 매니페스트를 수정하여 추가할 수 있습니다. 이 범주에 속하는 패키지 목록은 포럼에서 확인할 수 있습니다.

유니티는 사용자가 필요한 패키지를 더욱 수월하게 선택할 수 있도록 지원하는 방법을 지속적으로 모색하고 있습니다. 또한 사용자 여러분의 피드백은 언제나 많은 도움이 됩니다. 프리뷰 패키지에 대한 피드백을 제공하려면 베타 테스터 뉴스레터를 구독해 주세요. 새 패키지 테스트에 대한 소식을 보내드리고, 새 패키지 사용 방법과 피드백 제공 방법에 대해 안내해 드립니다.

Unity 2020.1 자세히 알아보기

Unity 2020.1을 지금 바로 사용하려면 2020.1 베타 출시에 관한 블로그2020.1 베타 소개 웨비나에서 새로운 기능과 개선 사항을 먼저 확인해 보세요.

유니티 개발자와 커뮤니케이션하고 개발 중인 기술에 대한 소식을 제일 먼저 받아보려면 베타 뉴스레터를 구독하고 베타 포럼을 팔로우하세요.

38 replies on “Unity 2020.1 – 패키지 관리자 업데이트”

Well this is now live for less than a day and the post are flooding in asking where packages are. The other alarming repercussion is people are blindly posting manifest.json files around. Unity needs to jump on this fast

Thank you for taking this decision. I understand it was not easy and won’t please everyone, but I think it’s a good move in the correct direction.

This seems like a MASSIVE step backwards. Why not have the option to show “preview” packages and then also have one to show the “prototype” packages? And for the packages that are planned to have no further development, if that’s the case, why hasn’t this been communicated to us?

There’s many problems, all summed up in previous comments.
I would ask this same precise point: rename ‘preview’ to ‘prototype’.
Keeping the word ‘preview’ is just…insulting. At best.

The whole concept if “preview” packages is broken. In reality, users are forced to use latest “preview” versions not because of the reasons you listed, but because they contain fixes to critical bugs that make “verified” versions simply unusable.

Example: Addressables. I don’t know of any reason anyone would want to use “verified” version (which is now ancient) instead of the latest one.

The one feature that makes the horrible package manager worth it, you want to remove it…

Who is making these decisions….please reconsider

Yeah this smells like some corporate guy showing his appendage where it doesn’t belong. Corporate guy, go harass the interns and leave us alone.

A couple of questions come to mind.

– Why make a new main entry in Project Settings that holds just a single toggle setting? You are crowding the menu. Perhaps a show/hide toggle belongs locally, close to the elements being hidden and shown. If the intension is to make the setting harder to find, so that fewer people use preview package, perhaps 1) rethink the UI instead, 2) adopt alpha-beta terminology, 2) stop promoting new packages widely before they are ready for a wide audience.
– Why are you asking users to edit manifest files manually again? Why not design UI that guide and warn? Perhaps packages that are not updated since X months could be marked as not under active development. Or perhaps let users rate and review them, just like Asset Store products.

Other hurdles with the Package manager.

– Why do users still have to spend time removing unnecessary packages every time they create a new empty project?
– Why does it take so long to remove packages, one at the time?
– Why haven’t you reached out to Asset Store developers, providing clear instructions on how to conform to the package manager file structure / layout? Tutorials are missing. The “Package Development” package is still in preview. The manual is helpful, but in practise, I am still confused. For example, how to ensure that packaged shader include files referenced by user shaders in the asset folder keep valid paths when switching from “In -Development mode” to production?

Otherwise, great work with the Package Manager. I look forward to making things that integrate well with it.

Alright, now I am completely confused by Unity.
As some others have already said, this is a huge step backwards. You have already LITERALLY put toggles in the Project Settings to prevent Preview Packages from showing up… And now you’re removing Preview Packages entirely? What happened to “we’re improving the packaging manager!”? It was literally on this year’s roadmap! And now… You do THIS? Preposterous.

Being a person who uses the cutting edge of Unity and supports it — this seems pretty dang wrong… But I know WHY you’re doing it. I just think your methods are pitiful, band-aid solutions that bite the developers who want the future of Unity as much as Unity does.

And as for the WHY… If you didn’t want people to be using Preview Packages that clearly were not ready for the wider Unity audience, can you please tell me why the heck you keep promoting DOTS and other in-preview technologies? I mean THAT’S the reason why people are adopting things too soon and then coming to the forums and complaining that the Preview-Packages are trash. It’s because you are promoting something that ISN’T READY to be put out into the world. And now you try to fix it with this “solution.” Ugh…

Unity — DO NOT DO THIS TO YOUR EARLY ADOPTERS.
It’s a bad decisions that you’re making on top of a LOT of bad decisions that led up to this issue. If you don’t want people using Preview Packages (Which really should be called “Prototype” rather than “Preview”, or “Alpha”), then you should put explicit warnings when attempting to use them that the technology is an unfinished, possibly broken, prototype, that should only be used at your own risk. END OF STORY.

And don’t get me started how you literally made a SURVEY asking people what kind of improvements they want for the Package Manager and then you immediately turn around and do THIS.
That one’s just beyond me.

There is actually a difference between the Preview packages that are still discoverable in the editor (with the preview setting toggle) and the ones that were removed from the discovery list. The preview packages that are shown are the ones that are on their way to become verified (in the year or so). The others were experimental packages or packages that are used internally by other packages and not meant to be used by all for production purposes.

The goal here is to make it clear to our users what is production-ready or not.

Yes, but in doing so you have slapped the entire DOTS community (and everyone who uses Unity’s cutting-edge) in the face.
Isn’t that fantastic?
Fantastic.

Mmmmm. I suggest not eliminating said packages that will now need to be manually added via the manifest. That creates MORE HASSLE for developers. It would be simpler to create clearly labeled categories to list these packages in the package manager. Between this and the licensing model for Project Mars, I’m becoming concerned with Unity’s recent decision making processes.

All the packages that were available will still be, with the only difference that they will need to be added manually. We are looking into ways to make it easier for experienced users to use these packages. For now, you can use the “Add package from git URL…” option and just type in the package name (e.g. com.unity.mathematics) and it will instantiate the latest available package from the production repository.

Thanks for your suggestion about the labeling.

This is a great move – thanks!

That said, the list of packages is currently slightly worrying – Entities, for example – including some things we thought were going to be ready for 2020 LTS. Hopefully the statuses of some of those will change over time.

Please, add the possibility to install 3rd-party packages from git with respect to their dependencies. Like npm. There are things like openupm.com to overcome this limitation, but it requires the preinstallation of additional software(custom git cmd line). For me, the developer, it might be ok. But I work with designers and I need them to be able to easily download and run my project, without additional and complicated steps.

Please! Let Unity community build a powerful network of tools!

Please actually explain which packages are no longer actively developed, as if you yourselves admit that is happening why allow users to continue to rely on them if they DO NOT KNOW OTHERWISE???

Maybe you could finish Unity Recorder or Terrain Tools? Seems like they are left in perpetual preview.

This is a huge step backwards in my opinion. Manually editing the manifest file was embarrassingly bad the first time around. Going back to that is inexcusable.

Make a preferences option for whether alpha packages should be visible or not. Default it to NO so it will take some manual effort to turn it on, and not have this visible for everyone. This would at least be doable for trying these features with my students.

thanks for your suggestions, you are welcome to follow up with the product managers on our forums

I totally understand the need to do this and I support this decision. No sarcasm. I don’t wanna see not-ready-to-use packages in the manager which confuses me and others working with me. Like AAA games need to be ready to play on release day without major bugs, Unity packages must be included in the Unity experience when they are “almost” ready.

“…or else not under active development”

Is there a list of packages that fit that criteria? Just so us developers don’t unwittingly hitch our cart to a dead horse.

Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, Please, make it possible to add/ remove multiple packages at the same time!

Due to the long wait and load after removing a package, it takes far too long to remove all the useless default Unity packages that are added to new projects.

That reminds me…is there a way to save a project as a template, other than manually copying a folder. I feel I should be able to create my project with my shosen packages, and then just itterate on them. I swear I’m rebuilding Unity to my satisfaction every other week.

This is the direction we are heading. As we are working on new templates, we will make it easier/possible for our users to do so as well.

That call the “Package/manifest.json” file in your root folder ;)

(I did a script in my facilitator that allows to remove several package at a time.
I need to improve it a bit to add directly links of the new one to add.)

How is the company that makes a game engine not using software release terms like alpha and beta? Expecting major changes in functionality as the package is bleeding edge? It’s an alpha release. Expecting generally stable performance with maybe a few minor tweaks before production release? It’s a beta release. Why does it need to be so complicated?

Most of the design decisions for Unity Package Manager were inspired by existing managers like npm. The naming of the version was up to the developer. With time, we realized Unity users wanted to know more, so we came up with tags for Preview and Verified packages. As we are moving forward, we are making small adjustments to this.

The package manager in its current state reminds me of Netscape in 1995 when you were about to click somewhere and all of a sudden – right when you click – something different pops up and you activate that.

Background loading is nice and all, but it should be blocking the package manager UI itself and be cancel-able.

Let me echo what Jes said in the first reply to this blog post. As developers, we often want to have easy access to early “Prototypes” knowing full well that they are bleeding edge. Rather than having to edit the project manifest, which is a cumbersome process and prone to error, allow developers to add Prototype packages like other Preview packages. Packages should be easy to add and remove. Manual editing of manifests gets in the way of effective developer workflows.

But let me add one more suggestion on top of this… Make the Development Build in the Project Build Settings automatically enabled if there are any Prototype packages in the Project.

All the packages that were available will still be with the only difference that they will need to be added manually. We are looking into ways to make it easier for experienced users to use these packages. For now, you can use the “Add package from git URL…” option and just type in the package name (e.g. com.unity.mathematics) and it will instantiate the latest available package from the production repository.

Please follow the forum thread here for more details:
https://forum.unity.com/threads/visibility-changes-for-preview-packages-in-2020-1.910880/

Cool for start thanks :)

Please consider option to just get rid of preview label and replace it with prototype label for packages that will not ship any time soon and checkbox in package manager to se them instead of separate registry.
for packages that will ship in current major unity version consider to use worldwide used stage labels (alpha, beta, rc)

Yes, “prototype” is more appropriate. I think they use this branding marketing technic to attract more people to use and test the product in the beta stage. But that user that was thinking it was a preview in the final stage is disappointed and complain.

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